This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class SetMonsterStatus : MonoBehaviour { | |
//モンスターの種類 | |
public enum MonsterType{ | |
Warrior, Witch, Dragon | |
} | |
public MonsterType Type; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
[CustomEditor (typeof(SetMonsterStatus))] | |
public class SetMonsterStatusEditor : Editor | |
{ | |
public override void OnInspectorGUI() { | |
SetMonsterStatus monster = target as SetMonsterStatus; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class MonsterData : ScriptableObject | |
{ | |
public List<Param> list = new List<Param> (); | |
[System.SerializableAttribute] | |
public class Param |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.IO; | |
using UnityEditor; | |
using System.Xml.Serialization; | |
public class MonsterDataMaker: AssetPostprocessor{ | |
//ツールバーに表示するメニュー名 | |
private const string COMMAND_NAME = "Tools/Create/Monster Data(再生中に実行)"; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class MonsterMaker : MonoBehaviour { | |
//モンスターデータがあるディレクトリのパス | |
public const string MONSTER_DATA_PATH = "Data/"; | |
void Awake () { | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class EffectLayerSetter : MonoBehaviour | |
{ | |
//エフェクト用のレイヤー名 | |
private string EFFECT_SORTING_LAYER_NAME = "Effect"; | |
private void Awake () | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class IsRendered : MonoBehaviour { | |
//メインカメラに付いているタグ名 | |
private const string MAIN_CAMERA_TAG_NAME = "MainCamera"; | |
//カメラに表示されているか | |
private bool _isRendered = false; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using Parse; | |
public class SampleParse : MonoBehaviour { | |
//入力用UI | |
public UIInput StringInput, IntInput; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class IsRendered : MonoBehaviour { | |
//メインカメラに付いているタグ名 | |
private const string MAIN_CAMERA_TAG_NAME = "MainCamera"; | |
//カメラに表示されているか | |
private bool _isRendered = false; |